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Messages - Red Spot

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61
After Action Reports / Re: Vanilla Icecream
« on: April 03, 2011, 06:31:13 AM »
Something I found out during my last game is that you can direct your zombies/gatlings.

I always build redirection posts on every planet, so I tried to 'steer' the zombie-force to my front-planets by setting the redirectors to those planets. Those backwater planets now have 20 zombies patrolling, there used to be about 400/planet. Now think about what several times 400 zombies does for your fronts :D
Border-agression? Whats that? You mean those constant bangs? Just zombies keeping the AI at bay :)

62
After Action Reports / Vanilla Icecream
« on: April 03, 2011, 06:22:04 AM »
Playing vs 2 Vanilla AIs I had a couple of laughs you might find entertaining.

That last carrier ... it almost killed me ...

Botnet golem-defence network

Ehmm .. where did the enemies go?
(Incase you didnt spot/realise this, the last 2 screenies ... all zombies.)


63
AI War / Re: Great mood music
« on: April 02, 2011, 07:30:40 AM »
People like clicking links more than having to type themselves ;)
I however do not agree that these tracks fit in AIW, imo ;)

64
AI War / Re: pandora beads
« on: April 01, 2011, 12:23:19 AM »
LMAO :D

65
AI War Strategy Discussion / Re: How does scoring work in AI War
« on: March 31, 2011, 03:04:50 PM »
If you like getting a good score, I know of a way to get a good 'raw score'.

Take a galaxy with 120 planets, take all planets, with pretty much every minor faction enabled (on -hard- where it applies), and some AI-plots as well like for instance Hybrids. Got me ranking 7th on the Steam leaderboards :D

66
AI War / Re: Late game unbalance - Blade spawners
« on: March 31, 2011, 11:37:52 AM »
I think the mil-CC is fine as it is, any better and it would be OP. At least in respect to the other 2 regular type of CCs.

67
AI War Strategy Discussion / Re: Best ship choice for *defense*?
« on: March 31, 2011, 11:14:05 AM »
Shredders under an FF, surrounded by tractor-turrets.
1500 Shredders/mark can do quite a bit of damage to any wave :D

Just keep them away from fighters (and similair ships that have a bonus vs shredders).


Weasels are fun when you encounter a lot of waves with frigates, though that doesnt tend to happen very frequent. When it does, however, even the counter-missile turret is awesome.

Best defence ever is, by far, the botnet golem. Not only does it waste 1k ships in seconds, it actually turns them to your side, so not only have you more or less killed 1k of ships, you just gained 1k ships in support as well.


Edit: Just to have it said, I never pick a defensive startingship. (I dont see or instance shieldbearers as defensive units, they suck at defending your planet, just are awesome in preventing damage .. similair, but not the same.)

68
AI War / Re: Cloacker Starship - any good use?
« on: March 31, 2011, 12:22:29 AM »
I just love hidding some EMP-warheads under them when facing a difficult counter-attack.
Let the AI group up around the CCs FF, when they are all there .. boom .. and bring in the fleet.
(If you detonate it when they arrive on planet it might take your fleet the bigger part of 30sec to get there.)

And if the mk1s fail, there is still room for an mk2 EMP-warhead underneath the cloakers cover :)

69
AI War / Re: Blade Spawners per guard post - How many?
« on: March 30, 2011, 05:17:02 PM »
I think it may not be clear what that does.  A ship with it will not move to intercept even in FRD, but only when you actually right-click the enemy ship.  I'm imagining enough players will want their FRD fortresses to keep auto-intercepting that giving them this flag won't work.

Does that actually work, forts on FRD?

70
AI War / Re: Blade Spawners per guard post - How many?
« on: March 30, 2011, 04:51:55 PM »
What I personally find more troublesome is that preffered target gets ignored in some cases. When using sniper turrets on raidships they auto target them the instance they enter the planet, but ships seem to have bit of a mind of their own.
Neither is really much of an issue though, kind of prevents a bit of an 'automated game' as well. :)

71
But, hey, there's still two hours of footage on youtube that most of you haven't watched, so it's not like you're missing much.

Who says I havent seen it ;)
Can you do anything without raiders? :P

I would most likelly go insane if I co-op with you, utterly insane. You on the other hand would probably be bored to death by my over-thinking every step along the way. Mucho fun to see how someone else plays the same game so very different though :)
(Not like I am going to rewatch the full 2 hours, and I have fast-forwarded some bits, but I am glad I have seen it :))

72
AI War / Re: My first win!
« on: March 30, 2011, 03:31:49 PM »
Cockroaches are fun, arent they? :D
Kudos for being able to keep your AIP that low though, I dont even want to know what you had at hand to trow at the AI, it can never have been that much, making the victory that much more impressive ;)

73
AI War / Re: Cloacker Starship - any good use?
« on: March 30, 2011, 02:58:55 PM »
Can you cloak Spirecraft?  So long as tractoring something doesn't uncloak the ship, that's an easy way to abuse the tractors on Spirecraft Martyrs to keep enemy attack forces from going anywhere.

That is disabled, units that are cloaked to not tractor units, and units that have an other in traction(?) dont cloak.

74
AI War / Re: Blade Spawners per guard post - How many?
« on: March 30, 2011, 01:43:08 PM »
Did someone mention that to the blade spawners .. that they cant guard. Seems to me they are ignoring that rule :D
(They apparently guard the crap out of human-planets :D)

75
AI War / Re: Cloacker Starship - any good use?
« on: March 30, 2011, 01:41:25 PM »
Put the bombers in transports, the transports stay cloaked all the time as they do not fire.
Once the bombers are in the transports they are in effect cloaked the second they enter the transport.

Or you could just use mk1 bombers in an amount no greater than needed .. and let them die once done.

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